Polyholomorphic Devices

  • Area: LudoNarrative (WP5)
  • Contributors: University of Southampton
  • Key Contact: David Millard (dem@soton.ac.uk)
  • Date: March 2026

1. Overview

Name

  • Popular Name: Polyholomorphic Devices
  • Alternative Names: Modes of Operation, Holistic Skeuomorphism, Polyholomorphism, polyholomorphic design

Intent

To clearly distinguish different modes of operation when using a device, by totally changing both its aesthetics and affordances in each mode, creating the illusion that the device has transformed from one thing into another.

Classification/Mapping

Operation: Behavioural

Primary Phase: Indicating

Underlying Principle: Immersion Pattern

Strength of evidence

Trialled, tested

2. Target

Problem

There are two (or more) specific tasks that need to be accomplished, that do not overlap and which need to be conceptually kept separate to make it clear to the user what the affordances are within each task – but there is only one device available.

Context

  • Situation: The user is using a single device, and is moving from one task to another. The behaviour pattern they have come to expect from previous device interaction will be subverted. The user needs to clearly understand that the mode of operation is changing.
  • Environment: N/A

Forces

The success of the pattern depends on:

  • The distinctness and separation of the tasks
  • The frequency and effort of switching modes (less frequently and lower effort are likely better)
  • The ability of the device to change its interface and appearance
  • The similarly of the device’s form to the form of the target device

Consequences

Weaknesses:

  • W1 – The affordances of other modes are not clearly apparent to the user
  • W2 – It adds a barrier to accessing affordances in another mode
  • W3 – Compared to a combined device, the separate modes of operation act as a barrier to complex interactions between the tasks in each mode
  • W4 – New and unexpected interface and user experience changes represent a barrier to fluid device use

Strengths:

  • S1 – Creates focus on a specific task for the user
  • S2 – Creates focus on a specific task for the designer
  • S3 – Compared to two separate devices it is easier to enable interactions between the two modes
  • S4 – Signals to the user a major change in expected use-case

3. Application

Solution

Sensitizer:

Participants: This is designed for a single participant.

Breakdown:

Software changes appearance and behaviour, transforming from one mode to another:

  • Graphic or visual change
  • Utility change
  • User experience change

Variations:

  • Skeuomorphic interfaces that draw on metaphors appropriate to the different contexts. However, polyholomorphic designs seek to go beyond metaphor toward a holistic behaviour and utility change. That is, the technology becoming the symbolised object rather than only showing the symbol.
  • Context of use could be a cue that is tied to changes of mode of operation to make switches clear and obvious (for example, changing location)
  • Software version changes within a single package e.g. Tomb Raider I-III Remastered (2024)

Rationale

Mode changes in a system sometimes benefit from being communicated through holistic transformation, in order to signal a change in use-expectations to the user.

Implementation Details

Suggestions:

  • Polyholomorphism may be used to demonstrate changes in location (inter-culture or international), or temporality (e.g. version changes or past and future-gazing).
  • Polyholomorphic design may be used as a framing device to delineate e.g. the movement from an A/B test environment to a feedback environment

Issues:

  • Causes disruption to user experience and ‘flow’, which may produce friction and/or confusion.
  • Onboarding and user guidance may be necessary when modes switch, if the user experience has changed to an extent to which their learned skills are no longer applicable.

Pitfalls:

  • Polyholomorphic design should not be implemented at the cost of accessibility or usability

Impact on Immersion

Cultural Immersion: could be impacted by the aesthetics or functionality of each mode (enhanced if aligned with target cultures, detracts if misaligned).

Narrative Immersion: could be impacted by the relationship of the metaphorical devices and the switching action to the narrative. If it makes narrative sense for the player to have change modes, or have access to the metaphorical device within each mode, then it enhances, if not then it detracts.

Ludic Considerations

  • Changing modes could be used as an element of surprise within an experience.
  • If aligned with space or time, polyholomorphism can support narrative spaces by integrating interaction and appearance.
  • Ludically, the change of modes supports clear separation of goals and abilities that may help players with sensemaking.
  • Mode switching is a mechanic that could be used to support new dynamics in the game. (E.g. Deliberately selecting a mode to solve Puzzles, switching between hiding and running in Evade games).

Example

Known Uses:

‘Ages of Avebury’ (2025) implements polyholomorphism to communicate changes in time and culture, transforming a smartphone with a modern edutainment interface into a stone, or stone-like object. This is achieved through elimination of the majority of the user interface and a shift in both gameplay and user interface.

Ages of Avebury modern interfaces. Left-side shows a map with marked locations. Right-side shows an Augmented Reality ‘radar scanning’ interface. Both additionally offer options to show a menu, and an inbox.

During the game, the player is transported through time. The Stone interfaces above demonstrate intentions to creating a stone-like interface and experience, by limiting interaction and diegetically referring to the device as a stone. A menu option, and subtitles, remain for accessibility.

More information is available here: https://logaculture.eu/case-study-1/

Code: Ages of Avebury is available from Github:
https://github.com/LoGaCulture/Ages-of-Avebury

4. Supplementary Information

Biography

Version 1.1 (18/03/26) – Completed based on publication and evaluation of ‘Ages of Avebury’ – Avebury Case Study 1 game deliverable.

Version 1.0 (8/10/24) – Extended based on current Avebury Case Study 1 design documents.

Version 0.9 (2/10/24) – Initial draft developed as part of the LoGaProject WP6, investigation into design and interaction patterns.

Discussion

Complexity: Applying polyholomorphism requires a significant increase in labour-hours compared to designing a single-mode application or interface.
Despite the mode and interaction changes that characterise polyholomorphism, it is not necessary for the difference in modes to be radical in order for the benefit to be felt. Indeed, it may be helpful to seek to make the distance between modes smaller for ease of use. This may be achieved by maintaining consistency in interaction design to align with expectations, even where the interface has transformed. E.g. in the example of Ages of Avebury, above, the menu icon retains its position and symbol across transformations.

Related Patterns:


  • Skeuomorphism

Team


  • Dr Jack Brett – Lead Engineer
  • Dr Charlie Hargood – Academic Investigator and Architect
  • Dr David Millard – Academic Investigator and Architect
  • Dr Yoan Malinov – Engineer
  • Dr Bob Rimmington – Qualitative Researcher

Partners


University of Southampton

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